I have another idea - instead of -40% penalty to hit the minimum strength of both pistols could be combined.
So if fast shooter dual wielded mausers, it would work like both of them had minimum strenth 6.
If you dual wielded 223 pistol in one hand and 14mm gun in the other, it would work like they had minimum strength 9.
It would mean a character with ST = 5 would have -20% penalty in the first example and -80% in the second.
So you would have to be pretty close to shoot like this with good pistols.
AP ammo for needle pistol. I want my Pistolero back 
I was thinking about it, but there were many proposals about needler ammo already (bring back AP, poison darts etc) so I didn't feel like repeating this make sense. Personally instead of simple AP ammo I would prefer a large number of different dart types that would be about as rare as gauss ammo (as a treasure in some abandoned hospital special location or somthing similar). That could be:
- AP needle - just AP ammo
- Tranquilizer - damage/2, you could knock enemies out with this if they failed both EN roll and LK roll. It should also allow enslave.
- Poisoned needle - damage/2, just a poison, but potent enough to kill you in like 3 real minutes without any healing
- Radiated needle - damage/2, 10 points of radiation on hit